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Traps for DCC RPG

I have been going through some of my writing folders and finding some of the gems that have yet to see print.

Today it is a series of traps I wrote up to go along with the Critical Hit Trap Table I wrote back in early August. I actually have cleaned that table up a bit since its original publishing, I will post that update in the near future.

The traps below all use Attack rolls, making them perfect candidates for use with the critical hit trap table!

Pit Trap, Spiked: A 10′ pit is concealed with a faux stone cover (find / disable trap DC 12). PCs that do not find the trap must make a DC 12 Reflex save or fall into the trap for 1d6 damage. The pit has numerous spikes at the bottom. 1d4 spikes could impale the falling character (Atk +3, dmg 1d4 per spike).

Scythe Hall: Four slender scythe blades are recessed in the ceiling of this hall in 5′ intervals (find DC 20). A portion of the floor under the fourth scythe is weighted in a manner to cause all four scythes to swing downwards at the same time (find / disable trap DC 18). Failure to find the trap or disable it triggers the trap, each scythe targeting the character in that square (Atk +8, dmg 1d12)

Falling Block: A large stone block is rigged above the doorway of a closed door. Opening the door without finding the hidden lever (find / disable DC 15) triggers the trap. The large block falls from the ceiling potentially crushing the character opening the door (Atk +15, dmg 4d6).